Dark Souls RPG

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Dark Souls: The Tabletop RPG

Table of contents
Introduction
How to Play
Lore Creation
Classes
Items and Tier system
Soul Carving
Nightmare Realms
Sample Enemies
Misc stats
Changelog

Introduction
EDITORS NOTE- character sheet link at bottom
The reason I, DEADVOID, made this game is that I did not entirely like the Dark Souls
tabletop game that was created. I liked the system itself, but a lot of the dice rolling and rules
seemed overwhelming and complex. I took aspects from the Tabletop game, Dungeons and
Dragons and the Warhammer Quest series when I started this project. This ruleset gives a game
group tools to have a campaign, dungeon crawl, or build off this framework. This ruleset will be
updated whenever I have time or if people contact me. i.e., A weapon is too overpowered, weak,
or some stat is missing or doesn’t work as intended. So far, in this “1.0” version, I’ve added stuff
mainly from Dark Souls 3 and Bloodborne, seeing as these are the current games I am playing.
The next planned update is to add a lot of DS2 and DS items into it. As well as each game’s
NPCs and NPC enemies.

How to Play
Per its system, this ruleset and game cover the combat more than RP, per its system. This
game system is tentatively called Project: Actio. RP, in my campaign, is more of a group thing
than the game dictating itself to the players. This ruleset provides lore to the world that I have
built for the game, including factions and locations. Although this is just a story you can choose
to use, you are more than welcome to spin your own story for your group or “play through” one
of the series games.
Each player, or the GM, makes a character using the character sheet (separate file) in this
game. Players can also choose to write a background for their characters as well. The GM role
kind of takes a backseat in this game specifically because enemies have automated behaviors, the
same with the bosses. If you don’t prefer this playing system, feel free to have a person play the
GM role as you would in a DND game.

Classes are more of a starting framework than a “locked-in” choice. As you progress your
character, you can unlock different Soul Carvings. Soul Carvings replace your abilities so that
you can create a build tailored to your play style. For example, you can start as a Cleric class and
have a Barbarian character after a few sessions. Soul Carvings are ability replacements that you
will find from bosses, chests, or quest rewards. To activate these carvings and put them onto your
character, you must seek out a Soulsmith. Soul smiths are rare NPCs that are scattered through
the Dark Souls world that have the ability to give a Soul new memories. A player may also
become a Soulsmith, which requires intense training, dedication, and crafting materials.
(becoming a Soulsmith explained later on).

The Covenant system that I have implemented is akin to the DND alignment charts, in which
you pick a Covenant that you think your character would belong to in the Dark Souls Universe.
If you and or the GM do not like the established Covenants, feel free to make your own, using
the already listed bonuses. In each covenant, you can have unique interactions with members of
the same covenant and vice versa. Instead of grinding Covenant items, you will rather kill
bosses, complete quests, and help faction NPCs gain reputation within your Covenant. When
players choose a Covenant, they are still allowed to change later on, but it comes with
consequences. Each covenant grants a player a bonus, particular interactions with NPCs and
enemies alike. When changing a Covenant, you lose the old covenant's reward, and reputation
you’ve gained, and any NPC relationships are reset.

Now onto how combat works. When an encounter is started, Initiative is decided by
rolling a d20 and adding your Endurance. When it is your turn, look at your Endurance stat.
However, many points of Endurance you have directly translates into an equal amount of Action
Points. Action points are used to activate abilities, move etc. during combat. Most combat
abilities require you to make a stat check. For example the Swing ability utilizes Strength, so in
order to land the attack, you must roll a d20 for your Strength stat. To succeed in the attack you
need to roll under your stat. Ie a strength stat of 15, and Joe rolls an 8, the attack succeeds and
damage is done to the opponent. Rolling over your stat means you miss the attack. Moving
during an encounter also consumes action points, 1 tile of movement is equal to 1 action point.
You do not have to use all of your Action Points but they do get discarded at the end of your
turn. Certain abilities discard all actions, even if you tried to use them before that ability. Most
actions only have melee range, unless noted. Weapons, especially higher tier weapons, have skill
requirements. If your character is unable to meet these, the weapon is rendered unusable. When
taking damage, use your damage save on each point of damage taken. For example an enemy
deals 3 damage so you need to take 3 armor saves.

Leveling up your character requires Soul Fragments. Soul Fragments can be earned in
any major way in playing the game, but Fragments are also the main currency in Dark Souls. So
spend these Fragments wisely in your travels. Under the Misc Stats is a chart defining
requirements for levels. The level cap for a character is 20 and each player starts at level 1,
generally. Stats such as VIT, Dex etc. cap at 20 as well, so you can balance your level ups as
needed.

When prompted to make a skill check, it's that same system that is in place in DND, roll a
d20. The main skill check you'll come across is Stagger Checks. The ‘Stagger’ condition roll is
determined by your Endurance skill.

Estus and Bonfires Section: Each player starts with a single charge of their Estus Flask,
when consumed it restores them to full HP. These refill at Bonfires and also can be increased in
charges by finding further Estus Shards. (caps at 5). Using these in combat consumes your entire
turn. When you die, unless you are resurrected by an item, ability, or player you will respawn at
the most recent RESTED AT bonfire. You will lose your Soul Fragments, which will remain at
your place of death to be claimed by you or another player. If you die before they are reclaimed
they are rendered nonexistent. Soul Fragments ARE tradable items, this is to prevent infighting
amongst the players. In the next section it details the starting characteristics of each class, their
abilities, and gear.
Bonfires also have a charge counter. A single charge is equal to a resurrection. Every time a
character is resurrected at a Bonfire subtract 1 from its total. All Bonfires have d4+2 charges.
Once a bonfire is out of charge, it is extinguished and cannot be used further. If all Bonfires in a
map have been Extinguished, then a character can permanently die. Bonfire Ascetics can be used
to restore 2 charges to a singular bonfire, but not extinguished ones.
Each settlement and landmark (safezones) You can use the Lordly Bonfires, inextinguishable
Bonfires. Bonfires also allow for fast travel between them, mainly to be used in dungeons. When
resting at a Bonfire the enemies within the dungeon will reset unless otherwise noted( ie bosses
and NPCs)

Here’s a quick breakdown of what each character stat can effect:


VIT- increases HP pool, and is used for certain requirements for items/weapons.
DEX- affects the agility of a character, mainly used in sneaking, stealing, and smaller weapons.
STR- affects a character's strength and how heavy of things they can wield.
FTH- increases a character's Faith, what miracles they can use and what illusions they can see
through.
INT- affects what spells a a character can use, what languages they can decipher and solve
puzzles
END- affects the characters movement and carry load, and is also used for item requirements.
Also denotes how many Action Points are available to you.
Luck- CANNOT BE LEVELED UP
How lucky you are, mainly affects how many extra or special actions you can take, such as an
emergency heal right before being struck. Or when you’re trying to sneak past someone and they
almost detect you.

The Cracked Eye


The Cracked Eye is a gameplay mechanic that can be used, and should be. Each encounter a
player will have the Cracked Eye, and each subsequent encounter the Eye is passed to the
player to their right. This denotes who is the “Gamemaster” during this encounter, if there is not
one already. This means the holder of the Cracked Eye is responsible for rolling, moving etc
with the enemy NPCs, some abilities of enemies specifically target the player holding the Eye,
so best protect them. In addition to this, the Eye holder also will have first pick for the loot from
that encounter.

Lore Creation
As stated in the intro you can make up your own lands and realms, follow the story of
one of the games, or fuse a few stories together. The enemies provided in the ruleset are sample
enemies I have made for my campaign to demonstrate how enemies work in this game, and what
stats they can have. The Covenants I have also provided are sample ones taken from my personal
Campaign. If certain Covenants and enemies become popular I will add them on here, I also have
plans to add many more for the sample set. As for the Starting Classes, those are taken directly
from the games, but their stats and starting gear is a bit tweaked. Below I have transferred a copy
of my campaign's general hook and plot.

The Celestial Altar- This campaign takes place in the far off lands of New Berkshire,
home of the Paradigm Organization. Berkshire has flourished after the great exodus from
Yharnam city and the tragic Plague that struck it. After a Church Hunter, Ascarious, traveled to
Berkshire he founded Paradigm. Their purpose was to quarantine Yharnam and make sure the
Beast Plague never wrecks havoc again. 30 years have passed, and now Berkshire is no long the
stronghold of the Eastern Frontier. The Kingdom of Carn and it’s Holy knights have established
themselves as the power, traveling in another great exodus from the lands of Lothric and Farron.
Recently Beasts, werewolves, and other creatures have been spotted all along the Eastern
Frontier, leading to Paradigm recruiting more hunters to end the beasts, and find their source.
With the Moon’s guidance, Ascarious will have his revenge. You, the group, have all traveled to
New Berkshire for the jobs and wealth it holds, but you all harbor a secret. You are all linked in
this, you all harbor the Old Hunter’s Blood, beastial blood from Yharnam that has passed down
from your Yharnamite ancestors, all hunters during the Beast Plague and you all have just
arrived in Paradigm Harbor…

Classes
Knight
Dex- 7
Vitality- 10
Endurance- 8
Strength-12
Intellect-6
Faith-6
Arcane-6
luck -2

Abilities(starting)
Sweeping strike (3) 3damage Plus weapon damage. Strength based.

Opportune Pierce(4) strikes at an opponent's weak spots, dealing 5 damage plus weapon. Strength based.

Defensive stance(6)- assume a defensive stance, halving all incoming damage to you until it is your turn
again.

Roll (3)- roll d3 extra spaces.

Starting gear
Knights set
-save of 4+ on damage
- Gives a +1 to Vitality and Endurance

Short sword
Damage- 3
Guard Break(5)- Strikes an opponent, forces them to make a stagger check plus weapon damage. Strength
based.
Kite Shield
Block-(4)- raise your shield blocking all incoming damage but you discard all other actions this turn.

Pyromancer
Dex-5
Vitality-7
Endurance- 8
Strength-8
Intellect-10
Faith-5
Arcane-10
Luck-2

Abilities:
Slash(3)- 2 damage plus weapon damage. Melee. Strength based.

Weak Fire Pulse(4)- Deal 3 Fire damage to an enemy within 2 tiles. Intellect based

Inner Flame(6)- When using this you increase Fire damage by d3, lasting until the end of turn. Intellect
based.

Roll (3)- roll d3 extra spaces

Starting Gear:
Pyromancer’s Set
-save of 5+
- Increase range of Pyromancy spells by 2

Pyromancer’s Flame
-Casting tool that allows for attunement of pyro spells
-No Weapon Art

Hand Axe
-3 Physical Damage
- Throw(4)-throw the axe at an enemy dealing 3 damage plus weapon damage. Strength based.

Cleric
Dex-6
Vitality-9
Endurance-8
Strength-6
Intellect-10
Faith-10
Arcane-7
Luck-3

Abilities:
Ward(2)

Warrior
Dex-4
Vitality-11
Endurance-10
Strength- 13
Intellect-3
Faith-2
Arcane-4
Luck-2

Abilities:
Slamming strike(3)- 3 Dam, plus weapon damage. Strength based

Counter attack(5)- for all “penetrating” damage, deal 1 damage back to the enemy. Strength based.

Bulwark(8)- When below 5 HP you are able to make an extra save (6+) on all incoming damage.

Lunge(3)- lunge d3 tiles.

Starting Gear
Northern Armor Set
-Damage save of 4+
-When below 4 HP, increase Dam save to 3+

Battle Axe
-damage 4
-War Cry (5)- your next attack deals an extra d3 damage. Endurance based

Rogue
Dex-10
Vitality- 6
Endurance- 10
Strength - 8
Intellect- 6
Faith- 6
Arcane-10
Luck-3

Abilities:
Stabbing Motion (3)- 3 dam, plus weapon dam. Dexterity based

Shank(5)- hit a target for 2 dam, plus weapon then roll 2 tiles away. Dexterity based.

Shadowstep(6)- 5 dam, plus weapon dam. Move behind the opponent. 3 turn CD. Dexterity based.

Sidestep(3)- sidestep 1d3 tiles

Starting Gear:
Assassin Set
-Reroll 1 stat check per encounter
-5+ save on damage

Steel Knife:
Damage- 3
Rolling Strike- (5) roll 1d3 tiles and strike an enemy for weapon damage. Dexterity based.

5x Firebombs
-3 throw a bomb within 5 tiles and do 1d8 damage
Covenants
● Angel Legions
○ Increase FTH by 2
● Flame Tenders
○ Increase Fire dam by 2
● Darkwraiths
○ Increase Dark dam by 2
● Court of Amber
○ Increase Estus count by 1
● Paradigm Organization
○ Increase lightning damage by 2
● Beast Tribe Warlord
○ Increase dam with beast skills/weapons by 2
● Knights of Farron
○ Increase damage against Dark/Abyssal enemies by 3
● Carn Knights
○ Increase luck and FTH by 1
GM LOOT TABLES
I have broken up the available loot into 5 tiers. With Tier 1 being the most common and 5 being super
rare. Each tier has a variety of items ranging from consumables to Carvings. When used in gameplay Tier
1 loot will be normally found in chests, on corpses, and from mini bosses. Tier 2 normally comes from
low tier bosses, quest rewards, faction rewards, and harder to reach Chests. Tier 3 is a continuation of 2
tier and comes from more difficult enemies. Tier 4 and 5 exclusively come from faction/NPC quests,
Invaders, Nightmare Realms(discussed later) and high tier bosses.

Tier 1-
-some armors, weapons, consumables, rings and souls
1. Small Soul- 3 soul fragments
2. Medium soul-5 fragments
3. Large soul- 8 fragments
4. Great Scythe
a. 14 STR and 6 DEX
b. 3 dam
c. Neck Slash(3)- Make a STR check, if you pass you deal double weapon damage.
5. 5x Firebombs
a. 3 throw a bomb within 5 tiles and do 1d8 fire damage
6. Dual Scimitars
a. Requires 12 DEX 4 STR, Dual wield
b. 4 dam
c. Spinning slash(5)- strikes opponents in a circle around you dealing weapon dam plus 2.
Dexterity based
7. Lifegem
a. Heals 2 HP does not take an action
8. Cholatry Ring
a. Add 1 to endurance
b. Add 2 Action points a turn.
9. Life ring
a. Increase vitality by 2
10. 5x Throwing Knives
a. 3, throw a knife dealing 3 damage. Range of 10
11. Homeward Bone
a. Teleports you to a bonfire, but lose 5 soul fragments
12. Charcoal Pine Resin
a. Convert next weapon damage to Fire
13.
14. Maiden Set
a. 5+ damage save
b. Increase FTH by 2
15. Golden Pine Resin
a. Convert next weapon damage to Lightning
16. Human Pine Resin
a. Convert next weapon damage to Dark
17. Molotov Cocktail
a. (4) deals 2d4 Fire damage to an enemy.
b. Range of 5.
18. Bone Ash Dust
a. Increase your firearms damage by d3 on your next attack.
19. Brigand Set
a. 5+ save
b. Weak to fire
c. Resistant to poison
20. Pale Pine Resin
a. Convert next weapon damage to Magic
21. Old Lifegem
a. Restores 4 HP, consumes 1 action point.
22. Pebble
a. A useless pebble only meant to distract an enemy while undetected. No other use.
23. Sellsword Set
a. +4 damage save
b. +1 to DEX
24. Harpe
a. 2 STR and 5 DEX
b. 3 dam
c. Hooked Blade(4)- When using this ability roll a d6, if 5+ you deal 5 damage instead of 3.

Tier 2-
- higher tier weapons and armors, better consumables, rings, and a few carvings, less souls
25. Fallen Knight Set
a. 4+ save on damage
b. +2 action points
26. Blood Vial
a. Consumes 1 action point
b. Restores 3 VIT to user.
27. Loch Shield
a. Requires 8 INT
b. Mirror(6): When cast causes the next attack against you to reflect back. Intellect based.
28. Nameless Knight Set
a. 4+ save
b. +1 STR
29. White Soapstone
a. Summon a friendly phantom to aid you in battle.
b. Costs 10 soulshards to use
30. Brigand Twin Daggers
a. 10 STR and 11 END
b. 5 dam
c. Quickstep(same as rogue ability)
31. Tower Shield
a. 15 STR
b. Block-(6)- raise your shield blocking all incoming damage but you discard all other
actions this turn.
32. Herald Set
a. +4 damage save
b. Resistant to curse
33. 3x Hexing Urn
a. 3 throw a bomb within 5 tiles and do 1d8 magic damage
34. Lion Knight Set
a. +2 Strength
b. +3 damage Sav
35. Darkwraith Set
a. 4+ damage save
b. +2 damage to dark weapons
36. Dark Hand
a. Requires 10 str and 6 int, 1 Hand
b. Life Drain(5) grab a target stunning it and draining d5 HP
37. Ragged Set
a. No save
b. +3 to END
38. Dark Sword
a. Requires 13 STR and 10DEX, 1 Hand
b. does 4 dam
c. Abyssal Influence(4) converts all damage done with this weapon to lifesteal.
39. Knight Ring
a. Increase STR by 2
40. Mercenary Ring
a. Increase VIT by 2
41. C arthus Shotel
a. 14 DEX
b. 3 damage
c. Hooked Blade (4) When using this ability roll a d6, if 4+ you deal 5 damage instead of 3.
42. Carving: Soul Infusion
a. Use soul fragments to heal yourself. (3)
b. 2 fragments per HP point.
43. Crow Hunter Set
a. 4+ damage save
b. Deals extra 2 damage to Beast enemies.
c. Weak to Curse
44. Carving: Crushing Blow
a. 4, deals 2 dam plus weapons to all immediate tiles.
45. Carving: Blade Rush
a. 3 deal 1 dam plus weapon to all enemies in a d3 line. (You move) Dexterity based
46. Lightning Urn
a. Deals 5 lightning damage to an enemy. 3 action points.
47. Carving: Gorge
a. 2 action points
b. Attack a target dealing d3 damage plus weapon. Strength based
48. Carving: Slashing Dodge
a. 5 action points
b. Deal weapon damage as you dodge d3 spaces in any direction. Dexterity based
49. Carving: Sprint
a. 5 action points
b. Run d6 +1 tiles
50. Hunter Set
a. 4+ damage save
b. Deal 1 extra damage with Firearms
51. Alva’s Set
a. 4+ damage save
b. Weak to Dark
c. Increase PHYS damage by 1

Tier 3
Weapons, armor, Spells, rare consumes, rings, carvings
52. Moonlight Short Sword
a. Requires 12 int, and 11 strength, 1 Handed
b. 5 Magic damage
c. Guiding Moonlight- (4) shoot a small projectile of moonlight causing 1d6 magic damage.
Range of 8 tiles. Intellect based.
53. Ashen Hunter Set
a. 4+ damage save
b. Weak to Poison, resist Fire
54. Bonfire Ascetic
a. Restore 2 Rez charges to a lit bonfire.
55. Zweihander
a. Requires 12 STR and 10 DEX
b. 4 phys dam, two handed
c. Stance(5)- Braces yourself for impact, allowing you to negate any Stagger checks this
turn. Strength based.
56. Witches’ Locks
a. 8 STR and 13 DEX
b. 5 phys damage
c. Grab(4)- forces an enemy within 3 spaces to make a stagger check, uses weapon damage.
Dexterity based.
57. 1 Estus Shard
a. Add 1 extra estus token to total
58. Carving: Rapid Fire
a. (4) with your ranged weapon you deal 2x weapon damage.
59. Farron Dart Spell
a. Requires 12 INT
b. Farron Dart- (3) fires a projectile that does 4 magic damage. Intellect based.
60. Amelia’s Eye Pendant
a. Increases visibility range by 3. (Default is 5 tiles)
61. Lothric Knight Set
a. 4+ Dam save
b. Easy Moving(6)- making any endurance checks you gain a +5 to roll
62. Stone Plated Ring
a. When making a stagger check(END stats) add 3 to the roll.
63. Pyromancy Flame
a. Casting tool, 1 handed
b. Inner Flame(6)- strike all immediate targets for 1 fire damage, and pushes them back 2
tiles
64. Ring of the Evil Eye
a. Upon killing an enemy you absorb 2 HP
65. Lothric Knight Sword
a. 13 STR
b. 5 dam
c. Stance(5)- Braces yourself for impact, allowing you to negate any Stagger checks this
turn. Strength based.
66. Carving: Fragment
a. (2)
b. Consume 3 soul fragments to heal 2 HP.
67. Simon’s Bowblade
a. Requires 10 STR and 15 DEX
b. Deals 4 physical damage
c. Trick Weapon: Bow(1)- change weapon to its bow form, must use this again to change
back. In bow form deals 4 damage with range of 14.
68. Charred Hunter Set
a. 5+ damage save
b. Immune to fire
c. Weak to Magic
69. Tomb Prospector Set
a. 5+ damage save
b. Gain +2 to INT
c. -1 VIT
70. Old Hunters Bone
a. Ring, increase rolling/dodges by 1.
71. Moon Presences Essence
a. (Ring) increases damage with Lightning based weapons by 2
72. Ashen Hunter Set
a. 6+ damage save
b. Adds +2 to fire damage
c. Resist Fire damage
73. Old Black Hand Set
a. 4+ Armor save
b. Resist poison
c. -1 STR
74. Radiant Life Gem
a. Restores 6 HP
b. Discard 1 action point
75. Chloranthy Ring
a. Once per day, roll 1d6, you gain that much extra bonus AP.
76. Paradigm Hunter Garb
a. 4+ damage save
b. +1 to lightning damage
c. Resist curse
77. Dark Moon Ledger
a. Consumable
b. Use this to increase the damage of your next spell/miracle by 3
78. Carving: Paradigm Attack
a. (3) strikes 2 tiles instead of one, dealing weapon damage plus 2. Dexterity based.

Tier 4
Special currency, weapons, spells, armor, rings, carvings
79. Fireball
a. Requires Pyro Flame
b. (4) throw a fireball dealing 4 fire damage. Intellect based.
80. Chikage
a. 13 STR and 15 DEX
b. deals 4 physical damage
c. Transform ( Blood Sacrifice(1)- Deal 3 damage to yourself(no save) and in turn you deal
an extra 3 damage with this weapon. Each time you attack subtract 1 HP from yourself.
81. Carving: Rogues Pick
a. (1) swap a stat with your Dexterity stat. Works for entire turn. Cannot be used again until
rested.
82. Amygdala Arm
a. Requires 15 DEX and 13 STR
b. 5 Curse Damage
c. Transform: Scythe (1)- change weapon into a scythe, increasing the range to 2 tiles.
83. Pthumerian Chalice Ring
a. When in a Nightmare Realm, you can use d3 Blood Vials items
84. Soul of an Ancient God
a. D20+8 Soul Fragments
85. Morion Blade
a. 12 STR and 13 DEX
b. 5 dark Dam
c. Barbed Edges(3)- Using this ability ‘breaks through’ any dark resistant enemies to do
regular damage.
86. Burial Blade
a. 14 DEX 13 STR
b. 4 physical damage
c. Transform: Gehrmans Scythe(1)- increase range to 3 and now deals Dark damage instead
of Physical.
87. Ring of Steel Protection
a. When hit with physical damage, subtract 2 from it.
88. Flash Whip
a. Requires Pyro Flame
b. (5) strikes the nearest 2 targets dealing 3 fire dam each. Strength based.
89. Ember
a. (Consumable)
b. Use to restore HP and boost it by 4
90. Gascoines Set
a. 4+ damage save
b. When in beast form deal 2 extra damage
c. While also in beast form, you are weak to fire and Poison
91. Carving:Beast Blood
a. Upon taking 6 points of damage, or dealing 6 damage you transform into a beastial state.
Resets after encounter ends.( see misc stats for more info)
92. Fire link Set
a. 3+ damage save
b. Emberic Flames: when below 5 HP you deal 1 fire damage to successful attacks against
you.
93. Hornet Ring
a. Increase Crit damage by 2
94. Ring of Blades
a. Increase Phys weapon dam by 2
95. Primordial Fragment:
a. A currency used to upgrade Rings effects, (2,4 etc)
96. Carving: Blood for Blood
a. (4)
b. By consuming 2 HP you deal 3 dark damage to an enemy plus weapon damage. VIT
based.
97. Estus Ring
a. Increase Estus token count by 1
98. Carving: Blood Transfusion
a. (2) Consume 2 HP to deal 2 extra damage with ranged weapons/abilities. Dexterity based.
99. Yahar’gul Cloaked Armor
a. 5+ damage save
b. Resistant to Dark damage
c. Increase VIT in Nightmare Realms by 3
100. Carving: Visceral Blow
a. (2)- when an enemy is staggered you deal a critical blow to them and they are knocked
back 2 tiles. Dexterity based.
101. Ludwig’s Holy Blade
a. 15 STR and 12 END
b. 5 physical damage
c. Transformation- Holy Blade:(2) change the blade into it’s more powerful form. Changes
damage to 1d6+2 Holy.

Tier 5
Special currency, weapons, spells, rings, carvings, and consumables
102. Necromancer’s Talisman
a. When in a death state, if you roll a 18-20, you resurrect where you were instead of a
bonfire.
b. Breaks upon success
103. Old Hunter Set
a. 3+ damage save
b. Deal 2 extra damage with fire arms and trick weapons
104. Moon Presence Skull
a. Increase damage with Curse and Lightning weapons by 3
105. Carving: Fueled by Battle
a. Passive- For every point of successful point of damage against you, you gain 1 to your
action points. Resets Each turn.
106. Cainhurst Set
a. 5+ damage save
b. Vampiric Armor- Every 3 Curse damage done heals 1 HP
c. Weak to fire
107. Phantom Slayer’s Ring
a. Deal an extra 4 damage to Invading Phantoms
108. Jesters Ring
a. Gain 1 Luck
109. Carving: Poise Break
a. (6+) deal weapon damage and force the enemy to make a stagger check at minus 2.
Dexterity based
110. Carving: Abyssal Soul
a. Changes your abilities damage from ‘normal’ to Dark
111. Carving: Soul of Light
a. Changes your abilities damage from ‘normal’ to Lightning
112. Carving: Ember Soul
a. Changes your abilities damage from ‘normal’ to Fire
113. Mensis Set
a. 6+ damage save
b. Magic damage is increased by 2
c. When in a Nightmare realm you make it more stable(removing one negative effect), but
you are reduced to half VIT
114. Carving: Magician’s Soul
a. Changes your abilities damage from ‘normal’ to Magic
115. Carving: Corrupted Soul
a. Changes your abilities damage from ‘normal’ to Poison
116. Carving: Frozen Soul
a. Changes your abilities damage from ‘normal’ to Frost
117. Carving: Cursed Soul
a. Changes your abilities damage from ‘normal’ to Curse
118. Carving: Reaping Swipe
a. 5
b. Strikes all adjacent enemies, for every 3 dam you deal. Heal 1 HP. Dexterity based.
119. Carving: Hungering Blade
a. (6) Strike an enemy for weapon damage, and that damage is converted into Soul
Fragments.
120. Royal Assassin Ring
a. Always allows you to go first in a combat encounter. (Infinite initiative essentially)
121. Ring of Favor
a. Increase all stats by 1
Estus flask
- heal vitality completely, start with 1. Can be refilled at bonfires
Soul Carving
- To soul carve, you must have obtained the item or soul that allows it. Must be completed at a
“Temple” or “Lordly Bonfire.”
- You must also have a Carving Kit or speak with a Soul Carving NPC to use the Carving system.
- You can also Soul Carve your own soul, adding a passive effect respective to what the item is
- Soul Carvings replace abilities and can swap them, depending on the Carving.
- You can have a max of 6(?) Base abilities
- You cannot revert a Carving unless you have that ability’s Carving

Nightmare Realms
Nightmare Realms are pocket dimensions that you and your party can enter throughout
your journey or be the entire basis for a campaign. Healing items are incredibly scarce within a
Nightmare Realm, Bonfires do not really exist, and Estus Flasks are only refilled when upgraded.
Perfect for a One-Shot campaign and higher-level content. If a player dies inside a Nightmare
Realm, they reawaken at the most recent Bonfire they used in the Waking World and lose out on
all the sweet loot with the Realm. Resurrections can still occur if possible. Once all players are
dead, the Realm closes and disappears. The higher the instability of the Nightmare, the more
challenging the enemies and challenges are. Some Realms, such as the Hunter’s Dream and
Things Betwixt, are stable and allow for Bonfires and regular ‘waking world’ play.
To access a Nightmare Realm, you must have gained a minimum of 10 Insight or higher
if GM decides. Insight can be gained from killing ‘Celestial’ enemies, witnessing Occult Rituals
such as Soul Carving, and being grabbed by the occasional Amygdala. Insight is also used as a
currency with certain factions and NPCs you will meet.
Turning back to the innards of the Nightmare Realms, the realm itself can be a ‘dungeon’
style encounter or, if more stable, a vast landscape for you to explore. More unstable Realms
contain higher Tier loot, as previously discussed, but again provide a higher challenge and
barrier to rewards.
Below is an example of a high instability Realm and then a Stable Realm
The Dying Sanctum: High Instability
- Tier 4 loot from chests and Tier 5 from bosses
- 1 Bonfire at the End of the level.
- The realm itself is a dilapidated Castle that seems to have been fused with a fleshy mass.
Some corridors have huge pulsing muscles, while others have moss-covered stone walls.
There appears to be a ‘lord’ of this realm who calls himself, The Undefeated. His
servants with the castle are a mix of Hollows and Celestial beings. Some even fused
together. The domain also makes players weak to poison damage, and enemies also are
immune to Dark damage.
The Amber Plane: Low instability
- A land with around 2 towns and a cave system
- The Cave System harbors bestial enemies, so says the townspeople
- The town's population comprises humans, many are Hunters and some Lothric Citizens.
- Lower tier loot because the Realm is safe to travel to and from. Higher tier loot within the
Caves
- No other effects.

BEHAVIOUR TABLES FOR ENEMIES


Below are some sample enemies I have used in my test campaign. These are meant to be used as
a guideline for making new enemies or utilizing these enemies for your own adventures.

Crazed Civilian
HP-10
END-9
Gear:
Scrap Weapon-4 physical damage
Wooden shield- -1 on incoming physical damage

Charge: move up 4 tiles and try to strike nearest enemy.

Undead Dog/Wolf
HP- 8
End-12
Gear:
Claws- 3 physical dam
Sharp Teeth- 1d6 poison Dam

Underdog: when below 2 HP, increase behavior roll by 2.

Behaviors
1-2: The Dog howls for help, alerting nearby enemies to your location. If no enemies in the room spawn 2
Dogs

3-4: The Dog pounces on you and attacks with its claws.

5-6: The Dog leaps on you (make a STR check). If failed you are staggered for a turn, and he attacks with
his bite.

7+ The dog unleashes all of its energy attacking with both its claws and teeth, and forces you to make a
stagger check.
Skeleton
HP-9
END-10

Sword- 4 physical damage


Bow- 8 range, 3 phys dam
Humanity Sprite- 4 Curse dam

Explosive Corpse: when a skeleton dies, roll a d6, if 6 then it released a Humanity Sprite that hits closest
target.

Table
1-2: Overhead strikes closest target with its sword.

3-4: Skeleton attacks and then back steps d3 tiles

5-6: Attacks farthest target with its bow

Undead Lothric Knight


HP-13
End-10

Lothric Greatsword- 4 physical dam


Or
Lothric Tower Shield- on a 6, damage fails
Straight Sword- 3 physical dam

Armored Foe: when below 5 HP, gains a 5+ damage save.

1: The Knight strikes at you, and tries to catch you off guard. Make a END check, if failed you stagger.

2-3: Knight braces itself and stays D3 tiles away.

4-6:Knight uses it weapons to attack closest target.

Lothric Assassin

Corpse Spider
HP-15
END-3

Scrapping Claws- 5 dam, stagger check


Mass of Hollows: Weak to fire but immune to Curse

Behaviors
1-2: The Caged scrambles towards the closest target and strikes at it.

3-4: Throws a Dung pile, dealing 2 Poison dam

5-6: Attacks all adjacent tiles.

Undead Slave
HP-9
END-8

Workers Tools-3 physical dam

Almost Hollow- resistant to Curse damage

1-2: the Hollow attacks closest target.

3-4: The Undead throws a firebomb at a target.

5-6: The Slave unleashes it’s engery and deals double damage.

Infected Hollow

Darkwraith

Crystal Lizard
HP-1
END-8

Escape: when touching a wall the DM rolls a d20, on an 18+ it escapes.

Behaviours:
1-5 Run!: The creature runs away from you.

6 Trip: the creature trips itself, halving it’s movement for a turn.

BOSS LOOT
HULKING DARKWRAITH:
● Dark wraith Skull(ring)
○ Boost Dark damage by 2
● Wraith’s Greatsword
○ 14 STR and 12 END
○ 4 Dark damage
○ Touch of Darkness(6) makes a jumping attack(2 range) and deal an explosive attack
dealing d10 damage. Strength check.
Headless Lothric Angel Knight
● Angel Knight Set
○ 3+ damage save
○ Angel’s Embrace- when “dead” roll, make a Vitality check, if successful you remain at 1
HP
○ Weak to Lightning and Curse
● Headless Knight’s Spear
○ 16 STR
○ 6 Lightning Dam
○ Head Severer(7)- Sprint up to target, and on an STR check you land double damage to the
enemy.

Misc Stats and Notes


In this section, I have placed the status effects and how they occur. There are some other misc
stuff that will be placed here, or when those concepts are finished they'll have their own dedicated
sections.
Status Effects:
Poison
-occurs after dealing/taking 5 Poison damage
-You/enemy will take 1 damage each turn without an armor based damage save.
-Each turn you are poisoned make a Vitality check, if you succeed the Poison fades away
Curse
-(not as punishing as the games I swear)
- Upon taking 4 damage to your HP as a cause of Curse, you will be slowed by 3 tiles for any movements.
- After each turn make a STR check, if passed you are no longer cursed.
Frozen
-Occurs upon taking 6 Frost damage to your HP
- You are frozen solid and all Action Die rolled are counted as minus 2, with a minimum of 1
-You also cannot make dodge/roll movements
-Passing an END check breaks the Ice
For level up purposes I think the Soul Fragments for level-up should be around this set of numbers. Again
feel free to change this/ use your own system.
4/9/12/17/etc. going up around 4 or 5 fragments per level.

When you are in “Beast Form”. Your weapon and it’s ability is ignored for the purpose of the status effect.
In the Beast form you still can access your regular abilities and an increased HP and STR pool (+4) to
both stats. You also deal physical damage unless your Soul type is different. There are 3 Beasts to choose
from to be your form (must be chosen upon gaining any item/ability that allows for breast
transformation).
The forms-
Humanoid Beast- Increase HP and STR by 4. All damage forces an enemy to make a stagger check.
Clawed Beast- Increase all Action Points by 2 in addition to the normal beast form stat changes.
Blind Beast- No health or STR increase but Spell and miracle damage is increased by 4.

Changes/Planned
1.21 Added some misc things, and fixed some errors
1.2 removed the Action Die system and replaced it with the Action Points system. Changed
around stats and how they interact during combat encounters. Added more explanation in the
How to Play section.

1.11 added Dex and rebalanced some weapon requirements. Finished adding Bloodborne
‘important’ items. Added Beast form notes

1.1 Fixed some stuff


1.0- mainly ds3 stuff and the systems and lore.

https://drive.google.com/file/d/13yosTlO6kGBOsS97U_JN9V1NupZUjvU1/view

CARVING GROUP IDEAS(subclasses)


Maybe add attunement skill (needs testing)
Twinblades
Add a few more sample things
Finish adding bloodborne content
Weapon upgrade system? Maybe use primordial fragments??
Reaper✅
Ideal weapons- scythes or twin blades
Carvings:
Abyssal soul
Blood for Blood
Fragment
Reaping Swipe
Blade Rush
Hungering Blade

Church Hunter

Old Hunter ✅
Weapons- any
Carvings:
Visceral Blow
Blood Transfusion
Poise Break
Fueled by Battle
Rapid Fire
Quickstep

Wraith
Darkblade
Dragonrider
Assassin
Carvings:
Rogues Pick
Shadowstep
Slashing Dodge

Battlemage
Heavy Ranger
Paladin
War priest

Paradigm Hunter
Weapons- short swords, firearms, and axes
Carvings:
Magicians Soul
Wrath of Stars
Sweeping Strike
Call of Moonlight
Paradigm Attack
Quickstep

Scourge Beast
Weapons-claws or melee
Carvings:
Gorge
Beast Blood
Assault
Butcher
Sprint
Feast

Shinobi
Nobushi

LOOT TABLES REDUX


Will be organized by each game

Bloodborne
WEAPONS
1. Chikage
a. 13 STR and 15 DEX
b. deals 4 physical damage
2. Amygdala Arm
a. Requires 15 DEX and 13 STR
b. 5 Curse Damage
c. Transform: Scythe (1)- change weapon into a scythe, increasing the range to 2
3. Burial Blade
a. 14 DEX 13 STR
b. 4 physical damage
c. Transform: Gehrmans Scythe(1)- increase range to 3 and now deals Dark damage instead
of Physical.
4. Ludwig’s Holy Blade
a. 15 STR and 12 END
b. 5 physical damage
c. Transformation- Holy Blade:(2) change the blade into it’s more powerful form. Changes
damage to 1d6+2 Holy.
5. Loch Shield
a. Requires 8 INT
b. Mirror(6): When cast causes the next attack against you to reflect back. Intellect based
6. Moonlight Short Sword
a. Requires 12 int, and 11 strength, 1 Handed
b. 5 Magic damage
c. Guiding Moonlight- (4) shoot a small projectile of moonlight causing 1d6 magic damage.
Range of 8 tiles. Intellect based.
7. Simon’s Bowblade
a. Requires 10 STR and 15 DEX
b. Deals 4 physical damage
c. Trick Weapon: Bow(1)- change weapon to its bow form, must use this again to change
back. In bow form deals 4 damage with range of 14.

ARMOR
8. Gascoines Set
a. 4+ damage save
b. When in beast form, deal 2 extra damage
c. While also in beast form, you are weak to fire and Poison
9. Yahar’gul Cloaked Armor
a. 5+ damage save
b. Resistant to Dark damage
c. Increase VIT in Nightmare Realms by 3
10. Old Hunter Set
a. 3+ damage save
b. Deal 2 extra damage with firearms and trick weapons
11. Crow Hunter Set
a. 4+ damage save
b. Deals extra 2 damage to Beast enemies.
c. Weak to Curse
12. Charred Hunter Set
a. 5+ damage save
b. Immune to fire
c. Weak to Magic
13. Tomb Prospector Set
a. 5+ damage save
b. Gain +2 to INT
c. -1 VIT
14. Ashen Hunter Set
a. 6+ damage save
b. Adds +2 to fire damage
c. Resist Fire damage
15. Paradigm Hunter Garb
a. 4+ damage save
b. +1 to lightning damage
c. Resist curse

ITEMS
16. 5x Throwing Knives
a. 3, throw a knife dealing 3 damage. Range of 10
17. Molotov Cocktail
a. (4) deals 2d4 Fire damage to an enemy.
b. Range of 5.
18. Bone Ash Dust
a. Increase your firearms damage by d3 on your next attack.
19. Pebble
a. A useless pebble only meant to distract an enemy while undetected. No other use.
20. Blood Vial
a. Consumes 1 action point
b. Restores 3 VIT to user.

CARVINGS
21. Carving: Blood Transfusion
a. (2) Consume 2 HP to deal 2 extra damage with ranged weapons/abilities. Dexterity based.
22. Carving: Visceral Blow
a. (2)- when an enemy is staggered you deal a critical blow to them and they are knocked
back 2 tiles. Dexterity based.
23. Carving: Paradigm Attack
a. (3) strikes 2 tiles instead of one, dealing weapon damage plus 2. Dexterity based
TRINKETS
24. Pthumerian Chalice Ring
a. When in a Nightmare Realm, you can use d3 Blood Vials items
b. Upon taking 6 points of damage, or dealing 6 damage you transform into a beastial state.
Resets after encounter ends.( see misc stats for more info)
25. Moon Presence Skull
a. Increase damage with Curse and Lightning weapons by 3
26. Amelia’s Eye Pendant
a. Increases visibility range by 3. (Default is 5 tiles)
27. Old Hunters Bone
a. Ring, increase rolling/dodges by 1.
28. Moon Presences Essence
a. (Ring) increases damage with Lightning based weapons by 2
29.
30.
Elden Ring
NEEDS TO BE ORGANIZED

1. Erdsteel dagger
a. Str 4, Dex 9
b. 5 physical damage
c. Guiding Grace(passive)-Out of combat, you can hold uo the dagger to reveal any secrest
within the room.
2. Celebrants sickle
a. Dex 9
b. 4 physical damage
c. Reaping Slices(passive) Hitting a staggered enemy deals 2x damage.
3. Scorpions sting
a. Dex 13, Faith 9
b. 5 poison damage
c. The Sting(6)-If you are behind an enemy, you stab it dealing instant Poison status and 2x
weapon damage. DEX based
4. Reduvia
a. Dex 16, ARC 10
b. 6 Curse damage
c. Blood Arc(5)-Range of 6, throw blood at an enemy dealing 8 curse damage. ARCANE
based
5. Blade of calling
a. Dex 10, Faith 14
b. 7 Lightning damage
c. Dance of the Erdtree(9)- Move 3 tiles before or after attacking, Range of 10 tiles, cast an
arcing blade of Light, dealing 8 lightning damage, Faith based.
6. Black Knife
a.
7. Lazuli glintstone sword
8. Crystal sword
9. Rotten crystal sword
10. Regalia of Eochaid
11. Coded Sword
12. Sword of Night and Flame
13. Sword of Milo’s
14. Inseparable Sword
15. Maria’s Executioner Blade
16. Ordovia’s Greatsword
17. Deaths poker
18. Sacred Relic Sword
19. Blasphemous Blade
20. Starsxourge Greatswords
21. Maliketh’s black blade
22. Godslayer GS
23. Dragon King’s crag blade
24. Mantis Blade
25. Nox Flowing Sword
26. Wing of Astel
27. Magma Blade
28. Bloodhounds Blade
29. Rivers of Blood
30. Gargoyles Black Twinblade
31. Godskin peeler
32. Warpick
a. Dex 8, str 8
b.
33. Bastards Stars
34. Flail
35. Hoslows Petal Whip

Spells
1. Gintstone pebble
2. Glintstone shard
3. Shard Spiral
4. Glintstone stars
5. Shatter Earth
6. Terra Mágica
7. Comet Azur
8. Glintblade Phalanx
9. Loretta’s Greatbow
10. Full moon
11. Ambush shard
12. Fire cleanse me
13. Flame of the fell gods
14. Beastial sling

Subclasses
● Godskin Cultist
● Night Calvary
● Badlands Warrior
● Alburniac
● Black Knife

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